tech research

jto5

Chieftain
Joined
Feb 4, 2005
Messages
17
Wondering if there is a way to alter the AI's research rate. I know I can use the cost factor but that changes lots of their attributes. All I want to affect is the research rate. I played around with the flavors thing but couldn't get much out of it. Just wondering if there is a way.

Also wondering what the future tech cost means in the editor. its default is 400. didn't know what this meant.
 
400 means 4,000 gold. (quite a hefty price)

The only way I know of decreasing their research rate is decreasing their AI to AI trade rate. You might be able to do it if you made their handicaps for units negative. It would increase their output and would have to decrease science to still be making money.
 
what is the difference between putting the AI to AI trade on 100 or its maximum 1000 i think. does it get easier or harder for them to trade when its high or low. I know as you increase the game's difficulty level, the number increases. so I would think they would trade more to make the game harder but I'm just guessing.
 
I've been fiddling around with the research rates in order to make my accelerated production version of the game work out well. I generally find that the AI will get the jump on you in tech, but it won't be as bad as it seems. For me, I usually break out into the lead early in the Ancient Age, then appear to fall well behind in Middle Ages. This typically evens out to being behind a quite reasonable 2-4 techs throughout the game.

When I fiddle with the tech rates, not to stop the AI from trading, this problem changes. For example, when I raise the minumum time for a tech breakthrough to 8 turns (instead of the default 4, I think), by the middle of the industrial age, there's generally NO tech trading at the front of the tech race. As the games get smaller in number of civs, this obviously decreases the tech trade further.

If your goal is to set up a game where you don't fall behind in tech, this might help.
 
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